Ever wonder how a GPU draws a triangle? In Hello Triangle, you build one yourself. Wire comparators, adders, and multipliers into graphics hardware, press Run, and watch your circuit draw the screen pixel by pixel—from a single triangle up to a rotating 3D cube.

Meld je aan om dit artikel aan je verlanglijst toe te voegen, het te volgen of te negeren

Binnenkort in vroegtijdige toegang

De ontwikkelaars brengen dit spel uit terwijl er nog aan gewerkt wordt en gebruiken de feedback van spelers bij de ontwikkeling.

Opmerking: Spellen in vroegtijdige toegang zijn nog niet voltooid en kunnen nog veranderen. Als je niet staat te springen om dit spel in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

'Hello Triangle is built level by level, and player feedback has already shaped a lot of how it plays. During the demo, players showed us where the circuit editor felt clunky and where the difficulty jumped too fast, which led to changes in both the tools and the levels.

Early Access lets us develop the later acts the same way—having players actually build, test, and optimize their own GPUs, and using that feedback to keep improving the game.'

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

'We currently expect Early Access to last about a year. We plan to release the remaining acts as separate updates, though the timing may shift depending on development progress and player feedback.'

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

'We plan to expand beyond the first two acts with three additional acts:

- Speed: Tiles and multiple cores working together, exploring what makes a GPU fast.
- Surfaces: Texture mapping and how texture memory works.
- Programmable: Building a shader core that runs a supplied program.

We'd also like to expand the game based on what players want to see. Some ideas we're currently considering include a creative mode, exporting circuits to Verilog, and importing your own 3D models and scenes for your GPU to render. These are still possibilities we're exploring rather than locked-in promises.'

Wat is de huidige staat van de versie met vroegtijdige toegang?

'Acts 1 and 2 are complete, with 20 levels taking you from lighting up half a screen to drawing a solid cube rotating in 3D—all generated by the circuits you build.

Every level is fully playable and scored. The parts you build are saved for future levels, so going back to optimize an earlier part's performance will also help your later designs.

The first two acts offer several hours of play, with plenty of room to spend more time experimenting with different designs and chasing better scores.'

Zal het spel anders geprijsd worden tijdens en na vroegtijdige toegang?

'We may increase the price as new acts are added. Players who buy during Early Access will get all of those updates and the full release at no extra cost.'

Hoe zijn jullie van plan de community te betrekken bij het ontwikkelproces?

'We welcome feedback through Steam discussions, reviews, and email. Whether it's a confusing concept, a sudden difficulty spike, an awkward editor control, or a bug, hearing about it helps us figure out what needs work.

Player feedback has already led to a lot of changes since the demo came out. We plan to keep working this way throughout Early Access, and we'll use patch notes and devlogs to share what we've changed and how player feedback shaped those decisions.'
Meer informatie

Hello Triangle: Build a GPU - Demo downloaden

Dit spel is nog niet beschikbaar op Steam

Geplande uitgavedatum: 1e kwartaal 2027

Geïnteresseerd?
Voeg het toe aan je verlanglijst en ontvang een melding wanneer het beschikbaar is.
 

Meld bugs en laat feedback voor dit spel achter op de discussiefora

Alle discussies weergeven

Over dit spel

Ever wonder how a GPU draws a triangle? In this game, you build one to find out.

Hello Triangle is a puzzle game about designing graphics hardware. Each level gives you a target image to draw and a set of basic parts: comparators, adders, multipliers, and registers. You wire them together, press Run, and watch your circuit draw the image pixel by pixel.

  • Step-by-step pixel debugging: If your circuit draws a wrong pixel, it gets marked right on the image. You can click that pixel to rewind the simulation to the exact clock cycle where your circuit drew it.

  • Working with hardware: Because you're building circuits instead of writing code, you don't have loops or functions. If you want to repeat something, you wire up a counter. If you want to do two things at the same time, you build a second unit—which takes up more space on the board.

  • Plain English first, terminology later: Levels explain the problem in everyday terms without heavy textbook jargon. Once you get your circuit working, the game tells you what real hardware engineers call it, and saves your design as a reusable part for later levels.

  • Area, delay, and cycle tracking: Every working circuit is scored on board area, signal delay, and clock cycles, and the game saves your best scores for each level.

No hardware background needed

If you know a bit of math or programming, you'll be fine. You start with ready-to-use arithmetic parts rather than raw logic gates, and every level builds directly on what you made in previous levels. Over time, those parts come together into a working GPU that you designed yourself.

Runs in a custom simulator

Your GPU runs inside the game's simulator, meaning every pixel on the virtual screen is actually calculated by the circuit you wired. Obviously it won't run CUDA or OpenGL, and it's not going to replace your real graphics card, but the underlying math and logic are the real thing.

Early Access

The Early Access version includes Acts 1 and 2 (20 levels total), taking you from lighting up half a screen to rendering a rotating 3D cube with your own circuit. For the full release, we're planning additional acts focused on rendering speed (tiles and multi-core), textures, and a programmable shader core.

Informatie over door AI gegenereerde inhoud

Zo omschrijven de ontwikkelaars hoe hun spel AI gebruikt om inhoud te genereren:

Art and music made with AI tools.

Systeemeisen

Windows
macOS
SteamOS + Linux
    Minimum:
    • Vereist een 64-bitsprocessor en -besturingssysteem
    • Besturingssysteem: Windows 10 or 11, 64-bit
    • Processor: 64-bit (x86-64)
    • Geheugen: 2 GB RAM
    • Grafische kaart: OpenGL 3.3 or DirectX 11
    • DirectX: Versie 11
    • Opslagruimte: 500 MB beschikbare ruimte
    • Aanvullende opmerkingen: A mouse or trackpad, and a keyboard. A window of at least 960 × 640.
    Aanbevolen:
    • Vereist een 64-bitsprocessor en -besturingssysteem
    Minimum:
    • Besturingssysteem: macOS 11 or later
    • Processor: Intel or Apple silicon
    • Geheugen: 2 GB RAM
    • Opslagruimte: 500 MB beschikbare ruimte
    • Aanvullende opmerkingen: A mouse or trackpad, and a keyboard. A window of at least 960 × 640.
    Aanbevolen:
      Minimum:
      • Besturingssysteem: 64-bit Linux distro with glibc 2.28 or later, or SteamOS
      • Processor: 64-bit (x86-64)
      • Geheugen: 2 GB RAM
      • Grafische kaart: OpenGL 3.3
      • Opslagruimte: 500 MB beschikbare ruimte
      • Aanvullende opmerkingen: A mouse or trackpad, and a keyboard. A window of at least 960 × 640.
      Aanbevolen:
      Recensiefilters